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Migrate forward v0.5.0 into godot4 #190
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Co-authored-by: Patrick W. Crawford <theduckcow@live.com>
Updated get_vehicles(). Removed logic that was not-fully implemented.
Improve auto and manual conversion to godot 4
46 update lanesegments
Fix not in tree startup errors
Might be creating conflicts when shifting between scenes
RoadLane offset approx algorithm
Fixed invalid index check and more gd4 hinting
…cases Improved undo/redo of RoadPoint edit panel's add next/prior rp
Adding RoadLaneAgent icon and inserting into Roads add menu
Updated order to also clarify where development exists for different branches.
Revamped the readme page to include animated visuals of features
This branch is not yet functional, this essentially represents the base diff for what was previously discovered.
With this, the performance and procedural demo scenes are working again. More work remains to eliminate the large number of error popups that occur, relating to the container edges getting out of sync.
Upgrade to [this version](TheDuckCow/godot-road-generator#190) of the Road Generator addon.
Made a bunch of progress, tomorrow will see if I can finally turn this into a formal release. |
I've done a general round of acceptance testing and, things seem in a good enough state to release - we do have some annoying console errors still, but I've reduced it some and they still seem to not have really negative consequences in the end. Documented here: #193 |
Minor fix and more interesting variation added into the procgen scene (showing off height changes, it's a little trippy though!). Merging this now, expecting to create the first formal library release off of this once in dev (will need to re-check features briefly though). |
The purpose of this branch is to bring the latest changes of the v0.5.0 release (made for Godot 3) into the godot 4 branch.
Core migration progress:
The above items would fall under the category of things to bringing in the v0.5.0 changes to godot4 without dropping any level of functionality. But beyond that, there are preexisting priorities we could also try to address now on the godot4 branch before the alpha release:
This will be merged into the godot4 branch, which could be treated as a feature branch that itself won't aim to be merged elsewhere - but on v1.0, will become the main branch.